Fix critical bugs from code review
- room.gd: Add signal tracking and explicit cleanup in _exit_tree - room.gd: Guard _on_enemy_died against race condition after room freed - player.gd: Set _shield_ready = false on shield activation - player.gd: Fix coolant zone lambda syntax error - player.gd: Add apply_knockback() method for Hivemind pulse - player.gd: Fix coolant zone memory leak (use Timer child) - hud.gd: Remove deprecated boss bar code
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@@ -10,6 +10,12 @@ const BASE_FIRE_RATE := 3.5 # shots per second
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const BASE_RANGE := 400.0
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const BASE_PROJ_SPEED := 520.0
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# ---------------------------------------------------------------------------
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# Stat caching — only recalculate when items/parts change
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# ---------------------------------------------------------------------------
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var _stats_dirty: bool = true
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var _cached_item_count: int = -1 # Track item count to detect external changes
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# ---------------------------------------------------------------------------
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# Live stats (recalculated from base + equipped parts + run items)
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# ---------------------------------------------------------------------------
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@@ -52,6 +58,7 @@ var shield_projector: bool = false
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func _ready() -> void:
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EventBus.body_part_equipped.connect(_on_part_equipped)
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EventBus.save_loaded.connect(_on_save_loaded)
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EventBus.item_collected.connect(_on_item_collected)
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recalculate()
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if RunManager.player_health_carry > 0.0:
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current_health = minf(RunManager.player_health_carry, max_health)
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@@ -61,6 +68,7 @@ func _ready() -> void:
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func _on_save_loaded() -> void:
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var old_max := max_health
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_stats_dirty = true
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recalculate()
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# Grant bonus HP from body parts on fresh start
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if RunManager.player_health_carry < 0.0 and max_health > old_max:
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@@ -68,7 +76,23 @@ func _on_save_loaded() -> void:
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current_health = minf(current_health, max_health)
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EventBus.player_health_changed.emit(current_health, max_health)
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func _on_item_collected(_item: Resource) -> void:
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_stats_dirty = true
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recalculate()
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EventBus.player_health_changed.emit(current_health, max_health)
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func mark_dirty() -> void:
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_stats_dirty = true
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func recalculate() -> void:
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# Skip if stats haven't changed (cached)
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var current_item_count := RunManager.run_items.size()
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if not _stats_dirty and _cached_item_count == current_item_count:
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return
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_cached_item_count = current_item_count
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_stats_dirty = false
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speed = BASE_SPEED + UpgradeManager.get_stat_modifier("speed")
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max_health = BASE_MAX_HEALTH + UpgradeManager.get_stat_modifier("max_health")
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damage = BASE_DAMAGE + UpgradeManager.get_stat_modifier("damage")
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@@ -154,6 +178,7 @@ func heal(amount: float) -> void:
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func _on_part_equipped(_part: Resource, _slot: String) -> void:
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var old_max := max_health
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_stats_dirty = true
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recalculate()
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# If max_health increased, grant the extra HP immediately
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if max_health > old_max:
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